Did you know:
- Creeps have 400 hp but you only need to inflict 300 damage, after that the resulting sunken will have 1 hp.
- Overlords and supply depots take more time (both 40) than pylons (30) and also are weaker (Ovi 200, Depot 500 Pylon 300, 300). I think depots are an interesting target, usually they are together waiting for a smart reaver.
- Zerg buildings (except hatchery) are weaker than others' races, especially spire. Wouldn’t they be good targets?
- Fleet Beacon is the most expensive tech building in the game (300m 200g). I'd suggest reduce cost to 200m 200g and put citadel as a prerequisite or something like that. Disruption could be an attractive option if this building doesn't cost like that.
- The angle between probe-mineral-nexus when you send it to gather minerals matters for the way back to the nexus (slightly better using up-down, left-right than diagonals). And putting buildings like pylons to correct the path is not the solution it slows the worker down a little, causing some economic differences in the long run.
- If you don’t have detection for mines but you know exactly where they are, put a probe exactly above the mine in hold position, bring your zealot or dragoon (not too close) and it will be blocked and destroyed by the same probe.
- Shield batteries can be used in a fashion recharge-patrol or recharge-hold (using right click and “p” or “h”) repeatedly, this way your units will be fighting all the time and recharging only 20 or 30 hp every right click. Like a variant of the dragoon dance.
- Hotkeys persists inside shuttles, of course you won’t be able to select the unit loaded but as soon as it is unloaded you can use it, don’t worry selecting too early and lose the hotkey it will work when unit appear. Really good for reavers or templars drops.
- Overlord with maelstrom can’t detect, spore with D-web still detects.
- A goon can fire from higher ground and loaded in a shuttle so fast that the enemy can't see it.
- Two DA casting maelstrom on ground will spread the spell in an effective way and this spell can be used again almost immediately, a huge area can be covered easily.
- Interceptors can be stopped in air; select a group of them plus another unit then press stop several times, even if carrier is moving away they won’t move.
Hallucinations
- An archon hallucination has the same HP than a goon and are really good absorbing damage. Mass archon hallucination is an awesome move against T.
- Hallucinations take double damage preserving armor or shield upgrades.
- High Templar casting hallucination from higher ground is not sighted, so the hallucination can attract the fire while you cast a storm and save the templar.
- High Templar can cast Storm-Hallucination-Storm in the same time you cast 2 consecutive storms. Against T storm tanks, hallucinate some others to attract fire of activate mines and cast another storm, full use of this excellent unit.
- Lurker hallucination never burrows, egg hallucination is really hard to kill.
Miscellaneous
- The Radioactive cloud or The Exterminator, several times we saw 2 irradiated vessels killing drones, but as this spell is ACUMULATIVE you can irradiate 5 or 6 vessels (is a good number) put it all together as one unit an fly over zerg units, you will see the amazing effect of this weapon even ultras or overlords die fast with this. Against a massive attack or if you see groups of units without too much antiair just fly over. Dark Swarm DOESN’T MATTER.
- Another humble use of irradiation is choose a weak unit cast matrix and irradiation in it, this unit won’t die but it will affect the surrounding units, what a feeling of guilty after killing its mates.
- For Z, if you have irradiated units in order to minimize the damage kill, burrow or load into overlords (ovi is not affected).
- Tank-Dark Swarm-Lurker, take a detailed look of how tanks fires over lurkers in Dark swarm, the fire and splash impact 1 square in front of the lurker. In fact if there are too many of then you can still kill some, manually target the more distant lurkers and the fire will kill the closer ones.
- Queen can broodling eggs even from overlords or mutas.
- Combo plague-broodling, just an idea, cast plague over a bunch of terran units when hit points are low, broodling some unit in the middle if there are siege tanks the splash will kill many if not all of them.
- Vultures can do mine-hold-mine-hold-mine-hold; in a mineral line you could be killing and mining.
- Tanks and goliaths are the only units that can be linked (rigth click over another unit to follow it) and still can fire. Great troop control especially for those problematic goliaths who yells "Rrrrrevenge ..." and start chasing some unit.
Some fun ideas for 2vs2
- TZ against ZR you can use scan to start a nydus in enemy Z base.
- Irradiated interceptors looks cool and make good extra damage against Z
- Over an Irradiated unit cast Stasis field, you can’t do anything else with the radiation until the effect is gone.
- Irradiated Archon, what a Z killer.
I hope you enjoy it. Could be some ideas to occupy your amazing Parkinson APM.
Comments?
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